The Blender 3D thread
The Blender 3D thread
Out of context: Reply #189
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- NBQ000
So how do you know how many render samples is ideal?
I come from an oldschool renderer like Mental Ray where you have simplified AA/ sampling settings and then the ray-tracer does the job with tile-rendering.
But in new renderers like Evee from Blender the rendering is not tile-based but via sampling. And it's very subjective. Sometimes you don't notice the noise as much, sometimes you do. But it's a bit tedious to know the perfect sampling settings, especially when each scene is different.
What is your take on this?
- Sorry I meant Cycles renderer not EeveeNBQ00
- Rendering to sample level is hit and miss and only really comes with experience, knowing where bottlenecks will appear etc.face_melter
- We use Corona Render which renders to noise level - you set a % and let it fly until it reaches close to that, stop, then let the denoiser take over.face_melter
- I used to work with Maxwell, which uses sample levels. Fucking wretched software - put me off that system for life.face_melter
- It’s totally dependent on what you are rendering. If it’s just a scene of emissive shaders (flat, no shading) you can do 1 sample. Maybe 4 to smooth out AAmonNom
- For purely diffuse shaders, you can get by with like 16-64samples. As you add glossy surfaces, sss and glass, you up samples to contend with more light bouncesmonNom
- Think of it in terms of bounces. From light to surface is some quantity of light, from surface to next surface is a small percent of that, so each bounce has..monNom
- Less measurements than the previous bounce, leading to noisy measurements. Diffuse loses energy faster than gloss, so less bounces.monNom
- And less bounces yields less noise. You can actually limit the number of bounces in render settings if you want to get into it.monNom
- Alternatively, render in passes as the noise tends to accumulate in indirect light passes, which can easily handle blurring to reduce noise.monNom
- Check the compositor tutorial I posted first page to see how that works.monNom